I may have found a way to fix the mis-warping problem. The issue appears to be the "lateral acceleration" field, which, if low, makes ships have a turn radius when moving. Unfortunately there isn't a field for behaviors to change it.

However, you can change it with triggers. TwoDie should be able to implement this rather easily:

Trigger 1: warp on Events Unit - Any Unit has WarpDriveTerranMedium change Create (repeat this event with any other types of active warp behavior here) Actions Catalog - Set value of Units (Unit type of (Triggering unit)) LateralAcceleration for player (Owner of (Triggering unit)) to "1000"

Trigger 2: warp off Events Unit - Any Unit has WarpDriveTerranMedium change Destroy (repeat this event with any other types of active warp behavior here) Actions Catalog - Set value of Units (Unit type of (Triggering unit)) LateralAcceleration for player (Owner of (Triggering unit)) to (Value of Units (Unit type of (Triggering unit)) LateralAcceleration for player 0)

(The second trigger resets the lateral acceleration to the default, using player 0 as a reference since the neutral player should never get modified by these triggers.)

Edit: Don't include the warp behavior used by creep ships in these triggers. Editing the catalog affects all units of the same type owned by the player, like an upgrade does. That doesn't matter in the case of player ships but doing it to creep ships would make them all change their turning behavior when one is warping.

Xenon wrote:I may have found a way to fix the mis-warping problem. The issue appears to be the "lateral acceleration" field, which, if low, makes ships have a turn radius when moving. Unfortunately there isn't a field for behaviors to change it.

However, you can change it with triggers. TwoDie should be able to implement this rather easily:

Trigger 1: warp on Events Unit - Any Unit has WarpDriveTerranMedium change Create (repeat this event with any other types of active warp behavior here) Actions Catalog - Set value of Units (Unit type of (Triggering unit)) LateralAcceleration for player (Owner of (Triggering unit)) to "1000"

Trigger 2: warp off Events Unit - Any Unit has WarpDriveTerranMedium change Destroy (repeat this event with any other types of active warp behavior here) Actions Catalog - Set value of Units (Unit type of (Triggering unit)) LateralAcceleration for player (Owner of (Triggering unit)) to (Value of Units (Unit type of (Triggering unit)) LateralAcceleration for player 0)

(The second trigger resets the lateral acceleration to the default, using player 0 as a reference since the neutral player should never get modified by these triggers.)

Edit: Don't include the warp behavior used by creep ships in these triggers. Editing the catalog affects all units of the same type owned by the player, like an upgrade does. That doesn't matter in the case of player ships but doing it to creep ships would make them all change their turning behavior when one is warping.

Raven, or Devastator for the matter, you do forward move, facing the enemy, not click on target. just click movement in their direction. The weapon auto target which is in front of your ship, direct clicking can stop your ship and also not all weapons fire. All settings are made so they should fire but they don't when stationary. So have to constant, non stop move. Put it simply, Raven is an APM beast.

You also have to play it aggressively. At the end of the first video ( 1/3 ) the Shadow Ray killed you. If you continue on and fire at it you would have killed it. But turned around with no energy to cloak, but plenty of energy to use weapons, and the Ray superior range and nasty damage took a short job to finish you off once you were on the run.

Raven is also a ship you don't lead the charge, you specifically look for weak, wounded opponents, move behind lines, cloaked, weapons off and only reveal self when your prey is in sight. It's a ninja ship and requires the most experience.

Also there was a question by Steak if i recall now watching the vid, why speed reduced on Swarm Guard. For all zerg when you buy a growth upgrade ( the exponential health upgrade ) your zerg size increased in all aspects, that also means more weight and you get slower, also this is a counter balance solution, if a Levi with more health then the base itself can easily get around at speeds of 3.0 as standard that be broken, so if you getting tanky, you lose a bit of speed, if you work on speed, you get more speed then say terrans do.

Also, not just the Corruptor the only detector. All Zerg, and i mean every single last one of them, if they buy the Hive Mind Evolution they all become detectors, albiet the detection is short range but can be increased by Optical Preception upgrades as well as the view range increases. Reason behind this partly is, that zergs have just the 1 ship that can get invisible, while Terran and Protoss can render their fleet invisible. For terrans all you need is a Scavanger and a well upgraded Chimera cloak, raven and cerberus have cloak as default. At protoss all Shadow type can cloak and the Oracle have Cloak aura as well.

Vipers are auto spawned, passively. you can have now 3+1 Viper with each growth upgrades up to max 10 ( with nest 20 ) And you have had 1 because it spawn, and by the time next spawn the first died, also you had them dropped off ( the eggs ) on the way into battle. With F2 ( Army Select ) you select all your units and can rally them into a group.

As for melee weapon level counter, i opted for Growth to be the determining in count as it's effects of 1 upgrade of such are bigger then the linear upgrade effects. I can change it to the melee ones bet the dominant, but for me by logic the one that grants larger bonus was more important. ( +5 Damage flat value VS +10% damage bonus of, say +50 )

The Queen is fragile, one can use it to go out to the battlefield so near to spawn her minions and quickly support allies, but meant to not go in direct combat ( It can but won't fare to well ) untill the Queen obtains her Telekinetic Devastation Spell, which on equal terms with say the Tempest kinetic if comes to range, but hits harder, and have a much longer CD ( Cast time is 10 sec, so have to have a good anticipation of enemy moving to hit them head on or to wipe out large groups / towers )

Change to Zerg Minions:-Added Hive Mind Control, which allows own minions be controlled in a 30+5 radius ( upgrades with Psi Power )-Any minion ( Viper and or Guardian ) outside of this field become uncommandable and will fight like a CPU creep

This Force Queen as well guardian to stay together with it's minions and can not do global harrashment.

I changed the above thing mentioned. Also have the 7th Zerg ship made, the Grand Swarm, fully done with all spells included, Shredder was finished too. Did some changes for the other races and ships too.

Now if curious, i am currently working on the Hybrid sub faction ( will come on the same side as zergs ) While also finishing up the Zergs and the last of the Protoss, and when all done there will be 39 Base heroes plus special summonable ones. Heres a list of all base ships, done or planned:

Hey Ice4master! First off, great job developing and supporting your map for all these years! It was one of the first maps I ever tried and liked in SC2's Arcade. I sunk a number of hours into it just trying out the different ships and seeing how far the upgrade system went. Good stuff.

Watching your above video, I am reminded of a few criticisms I had then and now: Pacing and Clutter. Now, I understand why the warships are so slow, but as far as spectating goes while watching the video, the nothing-happening lumbering approach to the frontlines and back to base makes me want to scrub ahead on the timebar. Faster movement on a larger map would help the feel of pacing, but again I understand your thematic reasons for the slow speed. It just doesn't make for a pleasant watch when nothing interesting is happening for minutes at a time. The sheer slowness becomes palpable.

As for clutter, there is so much chaos with the various types of minor ships jumbled together, flitting about and firing their barrages of prickling lasers and projectiles, it's hard to know what's important. Much of it is background noise. Thematically, it's cool; I liked how my ship's defense cannons pelted them down automatically and earned me income just from wading into that mess. But on the other hand, there's a lack of clarity and focus. I would at least like to see those tiny ships deploy and fly in some kind of formation. Like wedge formations, escorting, screening, moving in concert with one another for a purpose. Breaking enemy formations could become a gameplay element.

Right now it's just a brawl from the get-go. Individual fighters and frigates stagger out of the Starbase and, after having drank waaay too much, decide Rambo is their favorite movie and they should live as their idol Leeroy.